TY - JOUR
T1 - The role of microtransactions in impulse buying and purchase intention in the video game market
AU - Rita, Paulo
AU - Guerreiro, João
AU - Ramos, Ricardo
AU - Caetano, Ricardo G.
N1 - info:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDB%2F04152%2F2020/PT#
https://doi.org/10.54499/UIDB/04152/2020#
Rita, P., Guerreiro, J., Ramos, R., & Caetano, R. G. (2024). The role of microtransactions in impulse buying and purchase intention in the video game market. Entertainment Computing, 50, 1-8. Article 100693. https://doi.org/10.1016/j.entcom.2024.100 --- Paulo Rita was supported by national funds through FCT (Fundação para a Ciência e a Tecnologia) under the project - UIDB/04152/2020 - Centro de Investigação em Gestão de Informação (MagIC)/NOVA IMS.
PY - 2024/5
Y1 - 2024/5
N2 - Despite having great potential, microtransactions are an understudied business model in the video game industry. The current study explores the buying process of microtransactions to highlight the most important factors affecting such behavior. Using pre-validated scales, a questionnaire was administered online to 301 participants who were asked to evaluate their impulse buying tendency (IBT) and purchase intention (PI) for microtransactions within gaming scenarios. The study found a positive relationship between drivers, such as performance, hedonic content and social factors, flow experience, and impulse buying. This tendency leads to a higher intention to purchase microtransactions. Businesses can utilize the paper’s findings to tailor their microtransaction content to these drivers, leading to higher profits.
AB - Despite having great potential, microtransactions are an understudied business model in the video game industry. The current study explores the buying process of microtransactions to highlight the most important factors affecting such behavior. Using pre-validated scales, a questionnaire was administered online to 301 participants who were asked to evaluate their impulse buying tendency (IBT) and purchase intention (PI) for microtransactions within gaming scenarios. The study found a positive relationship between drivers, such as performance, hedonic content and social factors, flow experience, and impulse buying. This tendency leads to a higher intention to purchase microtransactions. Businesses can utilize the paper’s findings to tailor their microtransaction content to these drivers, leading to higher profits.
KW - Microtransactions
KW - Gaming
KW - Impulse Buying
KW - Mobile Commerce
UR - http://www.scopus.com/inward/record.url?scp=85191321346&partnerID=8YFLogxK
UR - https://www.webofscience.com/wos/woscc/full-record/WOS:001235084000001
U2 - 10.1016/j.entcom.2024.100693
DO - 10.1016/j.entcom.2024.100693
M3 - Article
SN - 1875-9521
VL - 50
SP - 1
EP - 8
JO - Entertainment Computing
JF - Entertainment Computing
M1 - 100693
ER -